I finally did it. After 5 months of the game being out, I finally got Hulk to be a Lord.
I finally did it. After 5 months of the game being out, I finally got Hulk to be a Lord.
In tournaments, you are able to protect heroes from getting banned, This would be a cool thing to add in comp. They've made it to when you hit Gold III, you can ban people, maybe now they make it when in Diamond III, each team can protect one hero from getting banned.
I think putting a version of really any Spider-Person with a symbiote in the game as a character has a lot of moveset potential, being able to combine stuff from both Venom and Spidey’s movesets. Plus, there is still a lot of unclaimed territory when it comes to the symbiote moveset potential. Also, people do really like Spider-Gwen, so putting her in the game in some way could get a lot of people’s attention, while also bringing attention to one of the story arcs of her comics, while not simply just putting standard Spider-Gwen who really can do just the same stuff as Spidey. Plus, Gwenom, in my opinion, has one of the coolest Venomized designs (aside from Venom himself, of course). The hood being like Venom’s mouth is just sick! Imagine how it would look in Rivals!
A lot of skins are variations of different characters, so hear me out... what if they had unique voicelines based on the skin you were wearing?
Here are a few examples:
Moon Knight w/Mr. Knight
"Uhhhh... back to you, Marc...?" (plays upon respawning)
Mister Fantastic w/The Maker
"I'm going to evolve this multiverse entirely. Am I so wrong for that?" (plays upon selecting the hero)
"You know I'm superior, Stark. You just never have the courage to say it." (plays upon killing enemy Iron Man)
Venom w/Lingering Imprint
"Mind if I take the body for a spin, Eddie?" (plays upon selecting the hero)
These skins look amazing. Moon Knight finally gets his MCU skin and Black Panther gets a Season 1 vampire skin.
Class: Vanguard
Health: 625
Team-Up Ability: Iron Armaments
When teamed up with Magneto, Luke Cage gains an ability called Magnetic Chain. Upon activation, Luke Cage pulls enemies within a nearby radius towards him and applies Lockdown to them for 1 second. Has a cooldown of 30 seconds.
Passive: Harlem Heroism
Luke Cage gains damage reduction based on how many enemies are near him, increasing with more nearby opponents.
Passive: Bulletproof
Luke Cage takes slightly less (only 3% less) damage from ranged attacks.
M1: Harlem Takedown
Luke Cage strikes with his fists, creating bursts to also damage nearby opponents. Deals 40 damage on a direct hit and 25 burst damage. Has an attack interval of 0.6 seconds between each strike.
M2: Chain Whip
Luke Cage swings a steel chain twice to slash enemies, pulling targets slightly forward on the last hit. Deals 30 damage with each strike. Has an attack delay of 0.85 seconds after both swings.
Shift: Iron Binding
Luke Cage throws forward his chain to apply Lockdown to an enemy for 5 seconds, which mean targets can't use any abilities. Deals 50 damage. Has a cooldown of 12 seconds. Chain Whip can not be used if the Lockdown effect is still active.
E: Unchained
Luke Cage grants himself and nearby allies 30% damage reduction for 5 seconds, whilst also applying Lockdown to all enemies within your passive radius for 3 seconds. Has a cooldown of 20 seconds.
F: Crash Landing
Luke Cage jumps into the air and winds up his fist for roughly 1 second. He then comes crashing down to the ground to launch up opponents. Deals 90 damage. Has a cooldown of 15 seconds. If used while midair (not jumping distance), Luke Cage will not jump upwards and will instead instantly begin the wind up.
Ultimate: A Sweet Christmas
Luke Cage jumps into the air and begins to lock onto opponents. After up to 6 seconds, he can then throw his chains onto targets he locked onto to pull them towards himself, soon slaming them to the ground. He also gains 200 bonus health upon activation. Deals 210 total damage (10 on connect | 200 on impact). Costs 3000 points.
Voice Lines
Final Hit
"That was easy!"
"My fist, your face!"
"Like a walk in Harlem!"
Final Hit on a specific hero
"Sorry, Danny. They made me do this."
"You're nothing like Danny, kid!" (Iron Fist | Lin Lie)
"Crime has paid its price enough, Murdock."
"Let us handle the New York business, Spidey."
"Brawl beats brain any day of the month!" (Bruce Banner)
Using Iron Binding
"Don't move!"
"Stay put, will ya?"
"Time's up!"
Using Unchained
"Stay strong!"
"Get back on your feet!"
"Don't let 'em knock you over!"
Using Crash Landing
"Incoming!"
"Look out!"
"Hah-ha!"
Using Ultimate
"Sweet Christmas!" (self/enemy)
"It's that time again!" (ally)
"Gr-rah!" (upon impact)
Ally Dies
"Danny! I... can't do this without you..."
"You were good, Murdock. The damn best there was."
"New York is in good hands now, Spidey. We promise."
Interaction with Iron Fist (Danny Rand)
Luke Cage: Been awhile since we did one of these, Danny. You ready?
Danny: Well, you know me, Luke.
Luke Cage: Heh... I would be damned if I didn't.
Danny: Then, I guess its a good thing that an immortal weapon always comes prepared.
Class: Duelist
Health: 275 HP
Team-Up Ability: Anti-Syndicate
When teamed up with The Punisher, Daredevil is granted an ability called Adaptive Armor. Upon activation, Daredevil gains 50% damage reduction for the next 3 seconds and will afterwards gain instant bonus health based on the amount of health he lost in that time.
Passive: Heightened Sense
Nearby opponents are marked for the player to see when they begin to move. Players that are through walls AND players that are invisible (Psylocke, Loki, Invisible Woman) can also be marked.
M1: Billy Club Bash
Daredevil attacks a target with his billy clubs, consisting of three individual strikes that each deal 35 damage and have an attack interval of 0.55s between each strike.
M2: Billy Club Strike
Daredevil extends one of his billy clubs to strike a target. Deals 50 damage. Has 2 charges. Refreshes at a rate of 5s per charge.
Shift: Sly Devil
Daredevil crouches down for a stealth approach. Whilst crouched, he moves slower but has no audible footsteps. All nearby enemies are also marked no matter what, even if they are not moving.
E: Sinful Punishment
Daredevil leaps towards a marked opponent and lands an additional blow on them. MUST be performed while crouched. Deals 60 damage. Has a cooldown of 12 seconds.
Space: Wall Jump
Daredevil can bounce off a wall when close to one midair. This jump can be chained to bounce off multiple walls before going on cooldown. Has a cooldown of 3 seconds that starts after landing.
Ultimate: No Escape
Daredevil grants his marking passive to all of his teammates for 15 seconds. All nearby enemies are also marked no matter what, even if they are not moving. On top of this, all of Daredevil's abilities are instantly refreshed upon activation. Costs 3400 points.
Been awhile since I did one of these.
Class: Duelist
Health: 300 HP
Team-Up Ability: Immortal Weapons
Grants Iron Fist (Lin Lie) an ability called Channeling Strike. When used, Lin Lie gains a small damage boost and recovers lost health as he deals damage for 5 seconds. Has a 30 second cooldown. Danny gains a 10% damage boost as the anchor bonus.
Passive: Chi Energy
Gain Chi to strengthen your attacks.
M1: Kung Fu Arts
Danny rapidly strikes opponents with punches and kicks, charging a small bit of Chi with each hit landed. Deals 27 damage each hit and has a 0.4s attack interval with no delay.
M2: The Iron Fist
Danny enters a mode where he continously drains his Chi to gain a 50% damage boost to Kung Fu Arts. Chi drains at 10% per second, meaning he can stay in this mode for up to 10 seconds with the max amount.
Shift: Chain Kick
Danny dashes forward and leaps into the air if he hits an opponent. He can chain the attack by an three times (four times total) before the ability goes on cooldown. Deals 60 damage with each strike. Has a cooldown of 10 seconds.
E: Chi Recovery
Danny enters an immobile state where he rapidly charges his Chi and recovers health. Excess healing is converted into up to 50 bonus health that does not decay. Has a cooldown of 3 seconds.
F: Rolling Thunder Punch
Danny expels a large amount of Chi to strike with a deadly punch. The ability consumes 50% Chi and deals 130 damage. Has a cooldown of 12 seconds.
Ultimate: Explosive Focus Strike
Danny slams the ground with his Chi-infused fist to launch up opponents within a large nearby radius. Deals 175 damage and slows down opponents for 3s afterwards. Grants the player 100% Chi right upon activation. Costs 3100 points to fully charge.
I hope you guys like these because these look fantastic in my opinion.
The Human Torch and Thing are coming this Friday. Who's ready?
This is a continuation of my Juggernaut character concept.
Team-Up 1: Magnetic Allegiance
Anchor: Magneto
Anchor Boost: +125 max health.
Receiver: Juggernaut
Team-Up Ability: Force Pull
Juggernaut releases a magnetic pulse that pulls debris within a large nearby radius to him. If there is an obstacle in the way, the debris will be halted and will drop to the ground upon collision with it.
Has a 20m radius and a 25s cooldown.
Team-Up 2: X-Rivalry
Anchor: Juggernaut
Anchor Boost: 5% damage reduction.
Receivers: Wolverine, Storm, Magik, & Psylocke
Note: I made this one for fun. Don't take this particular concept too seriously.
Team-Up Ability 1: Furious Uplift
Wolverine stomps the ground to cause a piece of debris to pop out. He then stabs his claws into the debris and holds it above his head, waiting to throw it at the opponents.
All of these abilities deal 100 damage and have a cooldown of 20s. The projectiles travel at a speed of 8 m/s.
Team-Up Ability 2: Stormy Uplift
Storm raises her fist to pull a chunk of debris out of the ground below here, waiting to throw it at the opponents.
Team-Up Ability 3: Limbo Uplift
Magik summons a limbo portal in which a demon climbs out with a piece of debris, waiting to throw it at the opponents.
Team-Up Ability 4: Psionic Uplift
Psylocke throws a swarm of shurikens at the ground in front of her and retracts them to pull out a chunk of debris, soon waiting to throw it at the opponent's.
I kinda went crazy with the last one, but I think the first one is fairly balanced.
Let me know if you have any thoughts in the replies!
Base Stats
Role: Vanguard
Health: 850 HP
Main Playstyle
Juggernaut would most likely be a slow, tanky bullet-sponge kind of vanguard. Due to his insanely high health, he would have a hitbox relatively smaller than Monster Hulk.
He would be a brawler who utilizes environmental destruction by throwing pieces of debris at opponents and being able to break through walls.
He only has short/medium ranged attacks, but makes up for that with a high damage output across his entire skillset.
Juggernaut would be most viable on maps with a lot of destructible terrain, but can still be used fairly well on maps with minimal terrain if you have a good team comp.
M1: Brutality
First off, this attack has two parts: The normal punch and the headbutt. Brutality is the normal punch attack that is used when you do not hit an opponent or have not yet met the requirements to use the headbutt.
Deals 50 damage and has an attack interval of 0.60 seconds. Can not land headshots.
M1: Skullbreaker
This is the second part of the primary fire. Juggernaut throws a quick headbutt that has the same range as his punches, but deals additional damage and slightly knocks back the opponent on hit. To perform a headbutt, the player must land Brutality two times in a row in a short time without missing.
Deals 75 damage and has a delay of 0.80s before being able to attack again. Knockback distance is 4m. Can not land headshots.
M2: Uplifting Stomp
Juggernaut stomps the ground to cause a piece of debris to fly out, soon holding it above his head to be thrown. The way throwing and collecting debris works is described in his E ability. The debris created from this ability is considered rubble, meaning it will deal more damage but have a slower travel speed when thrown.
Has a cooldown of 10 seconds.
SHIFT: Impenetrable Charge
Juggernaut charges forward for up to 5 seconds. While charging, he gains +20% movement speed, can break through any terrain that he collides with, and becomes immune to stun & CC. Steering becomes a lot slower, however, making it hard to move the exact way you want to. When colliding with an enemy, the target will take damage and be launched upwards. The only terrain that can not be destroyed is the ones from Eternal Night maps. The ability can also be canceled manually. Cooldown does not begin until the ability ends.
Deals 50 damage upon collision with an enemy. Has a cooldown of 12 seconds. Launches targets 6m into the air.
E: Pitching Arm
This is his most unique ability, so be prepared.
Juggernaut can collect pieces of debris to throw at opponents. When looking at a nearby debris, it will be highlighted in green if able to be picked up. The player can press E to pick up the piece and hold it above their head. Hold the M1 button to aim where you will throw the debris. Note that there are two types of debris: Rubble and objects. Rubble is the chunks that spawn from destroying certain terrains. Objects are throwables that can be collected without having to destroy terrain.
Rubble deals 100 damage, objects deal 70 damage. Has a cooldown of 3 seconds (to pick up the debris). Rubble travels at 6 m/s, objects travel at 9 m/s.
Ultimate: Unbreakable
Juggernaut enters an enhanced version of his charging state, this time lasting for 10 seconds and not able to be canceled. While in the ultimate, these are the stat boosts he acquires:
+30% movement speed
+20% damage reduction
Immune to stun & CC
Steering is easier to control
Deals 65 damage upon collision. Launches targets 8m into the air.
At the end of the ultimate, Juggernaut will do a small jump forward and stomp the ground upon landing, dealing 125 damage to nearby enemies in a 7m radius.
Passive: Reinforced Armor
Juggernaut takes 50% less damage from headshots (This is solely because he has a large head hitbox; yes I know this is the same passive as Jeff).
Passive: The Tank
Upon landing a kill, Juggernaut gains 15% damage reduction for 8 seconds.
If you have any thoughts, let me know in the replies!
(that debris throw thing kind of would fit for Thing ngl, I wouldn't be surprised if he has that same ability when he gets added)
14 Votes in Poll
13 Votes in Poll